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Century Station / Gramercy Island


Mr. R

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And the team's long-ranged and scientific expert!

 

Bombshell

 

Val    Char   Cost   Roll Notes

   18      STR         8       13-    Lift 303.1kg; 3 ½d6 [2]

   20      DEX       30      13-    OCV:  7/DCV:  7

   18      CON       16      13-

   13      BODY     6       12-

   23      INT         13      14-    PER Roll 14-

   13      EGO         6       12-    ECV:  4

   15      PRE         5       12-    PRE Attack:  3d6

   28      COM       9       15-

 

6+20    PD           2                 Total:  6/26 PD (0/20 rPD)

6+20    ED           2                 Total:  6/26 ED (0/20 rED)

    3       SPD         0                 Phases:  4, 8, 12

    8       REC         0

   36      END        0

   31      STUN      0       Total Characteristic Cost:  97

 

Movement:                    Running:                11"/44"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

48        Force Field (20 PD/20 ED), Reduced Endurance (0 END; +½) (60 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼)

85        Force Wall (10 PD/10 ED; 5" long and 5" tall) (Alterable Size), Reduced Endurance (0 END; +½) (106 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼)

72        Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼)

24        Energy Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼)

28        Running +5" (11" total), x4 Noncombat, Reduced Endurance (0 END; +½) (28 Active Points)

 

       Skills

3          Computer Programming 14-

2          Science Skill:  Dimensional Engineering 11-

2          Science Skill:  Dimensional Engineering 11-

2          Science Skill:  Dimensional Engineering 11-

3          Electronics 14-

3          Systems Operation 14-

5          Language (idiomatic; literate)

5          Language (idiomatic; literate)

5          Language (idiomatic; literate)

5          Language (idiomatic; literate)

3          Acrobatics 13-

3          Breakfall 13-

3          Climbing 13-

3          Stealth 13-

10        +2 with DCV

 

Total Powers & Skill Cost:  314

Total Cost:  411

 

200+  Disadvantages

5          Distinctive Features:  Beautiful (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15        Social Limitation:  Secret ID (Frequently; Major)

191      Experience Points

 

Total Disadvantage Points:  411

Earned Experience:  0

Spent Experience:  191

Unspent Experience:  0

 

Background/History:  Exposure to background radiation at her work caused some changes, that she now uses to help her home town!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

Another build that actually works.  Great on defense and offence.  Only lack some movement!

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Every team needs a possible loose cannon hot head:

 

Heartbreaker

 

Val    Char   Cost   Roll Notes

   18      STR         8       13-    Lift 303.1kg; 3 ½d6 [2]

   24      DEX       42      14-    OCV:  8/DCV:  8

   18      CON       16      13-

   10      BODY     0       11-

   13      INT          3       12-    PER Roll 12-

   12      EGO         4       11-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   28      COM       9       15-

 

    8       PD           4                 Total:  8 PD (6 rPD)

    8       ED           4                 Total:  8 ED (6 rED)

    6       SPD        26                Phases:  2, 4, 6, 8, 10, 12

    8       REC         0

   36      END        0

   28      STUN      0       Total Characteristic Cost:  119

 

Movement:                    Running:                11"/22"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

25        Power channel:  Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); Hand-To-Hand Attack (-½)

6          Damage Resistance (6 PD/6 ED)

21        Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points)

4          Martial Block                                                                            +2            +2            Block, Abort

4          Martial Dodge                                                                           --             +5            Dodge, Affects All Attacks, Abort

4          Martial Strike                                                                            +0            +2            5 ½d6 Strike

3          Martial Throw                                                                           +0            +1            3 ½d6 +v/5, Target Falls

5          Offensive Strike                                                                        -2            +1            7 ½d6 Strike

 

       Talents

12        Combat Luck (6 PD/6 ED)

 

       Skills

3          Streetwise 12-

3          Stealth 14-

3          Seduction 12-

3          Acrobatics 14-

3          Breakfall 14-

3          Paramedics 12-

3          Climbing 14-

10        +2 with DCV

 

Total Powers & Skill Cost:  115

Total Cost:  234

 

200+  Disadvantages

15        Distinctive Features:  Coloured hair and anime feature (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20        Psychological Limitation:  Overconfident (Very Common; Strong)

 

Total Disadvantage Points:  234

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Mutant whose powers make her a natural combatant, who fight crime for the thrill of it!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

Well she has Natural Combat ability and Power Channeling which is great for offence, but her defenses leave a lot to be desired.  I gave her some combat luck to add to her survival chances, but as it is she is underpowered.  Part of that is due to one power being Extraordinary PB (Com).  It is 28, (The same as Bombshell who doesn't have the power, go figure) but if it gives her some sort of mechanical advantage, I didn't see it!  As it is, she's the Falcon in a team with Thor and Wolverine!

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And a wolverine clone:

 

Avatar

 

Val    Char   Cost   Roll Notes

   38      STR        28      17-    Lift 4850.3kg; 7 ½d6 [4]

   17      DEX       21      12-    OCV:  6/DCV:  6

   23      CON       26      14-

   14      BODY     8       12-

   13      INT          3       12-    PER Roll 12-

   20      EGO        20      13-    ECV:  7

   20      PRE        10      13-    PRE Attack:  4d6

   13      COM       2       12-

 

8+15    PD           0                 Total:  8/23 PD (0/15 rPD)

8+15    ED           3                 Total:  8/23 ED (0/15 rED)

    5       SPD        23                Phases:  3, 5, 8, 10, 12

   13      REC         0

   46      END        0

   45      STUN      0       Total Characteristic Cost:  144

 

Movement:                    Running:                8"/16"

                                        Leaping:                 7"/14"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

12        Running +2" (8" total), Reduced Endurance (0 END; +½) (12 Active Points)

45        Bio Armour:  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points)

30        Body Weapons:  Multipower, 30-point reserve

3u        1)  Killing Attack - Hand-To-Hand 1d6+1 (2 ½d6 w/STR), Reduced Endurance (0 END; +½) (30 Active Points)

2u        2)  Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +½) (30 Active Points); Hand-To-Hand Attack (-½)

30        Healing BODY 2d6, Reduced Endurance (0 END; +½) (30 Active Points)

 

       Talents

20        Danger Sense (self only, out of combat) 12-

 

       Skills

3          Tracking 12-

3          Survival 12-

3          Stealth 12-

3          Interrogation 13-

3          Acrobatics 12-

3          Breakfall 12-

3          Deduction 12-

10        +2 with DCV

 

Total Powers & Skill Cost:  174

Total Cost:  317

 

200+  Disadvantages

15        Social Limitation:  (Frequently; Major)

10        Hunted:  8- (As Pow; Harshly Punish)

5          Reputation: , 8-

87        Experience Points

 

Total Disadvantage Points:  317

Earned Experience:  0

Spent Experience:  87

Unspent Experience:  0

 

Background/History:  A security specialist who became a super hero to add more excitement to her life!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

She's not as blood thirsty as the Canuck Maniac, but with some decent plot hooks with her Secret ID as a Security Specialist.  I'd up her dex to at least 23 just to add to the OCV/DCV.

 

And some movement.

 

Otherwise, not bad!

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Last member of the Valkyries, and to me the most interesting!

 

Earth Angel

 

Val    Char   Cost   Roll Notes

   20      STR        10      13-    Lift 400.0kg; 4d6 [2]

   17      DEX       21      12-    OCV:  6/DCV:  6

   20      CON       20      13-

   10      BODY     0       11-

   13      INT          3       12-    PER Roll 12-

   15      EGO        10      12-    ECV:  5

   13      PRE         3       12-    PRE Attack:  2 ½d6

   15      COM       3       12-

 

8+21    PD           4                 Total:  8/29 PD (0/21 rPD)

8+21    ED           4                 Total:  8/29 ED (0/21 rED)

    4       SPD        13                Phases:  3, 6, 9, 12

    8       REC         0

   40      END        0

   30      STUN      0       Total Characteristic Cost:  91

 

Movement:                    Running:                6"/12"

                                        Flight:                     10"/40"

                                        Leaping:                 4"/8"

                                        Swimming:             8"/16"

 

Cost  Powers                                                              END

25        Wings:  Flight 10", x4 Noncombat, Reduced Endurance (0 END; +½) (37 Active Points); Restrainable (-½)

36        Astral travel:  Clairsentience (Sight, Mystic And Hearing Groups), Discriminatory, Mobile Perception Point (can move up to 24" per Phase), Reduced Endurance (0 END; +½) (90 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½)

60        Spells:  Multipower, 60-point reserve, Reduced Endurance (0 END; +½) (90 Active Points); all slots Incantations (-¼), Gestures (-¼)

2u        1)  Blinding flash:  Sight Group Flash 3d6, Area Of Effect (2" Radius; +1) (30 Active Points); Incantations (-¼), Gestures (-¼)    3

1u        2)  Globe of Daylight:  Change Environment 4" radius (15 Active Points); Incantations (-¼), Gestures (-¼)         1

2u        3)  Suppress Fire 6d6 (30 Active Points); Incantations (-¼), Gestures (-¼)   3

2u        4)  Armour of Ithan:  Force Field (15 PD/15 ED) (30 Active Points); Incantations (-¼), Gestures (-¼)     3

2u        5)  Magic Net:  Entangle 3d6, 3 DEF (30 Active Points); Incantations (-¼), Gestures (-¼)         3

1u        6)  Swimming +6" (8" total) (6 Active Points); Incantations (-¼), Gestures (-¼)           1

2u        7)  Healing BODY 2d6, Ranged (+½) (30 Active Points); Incantations (-¼), Gestures (-¼)        3

4u        8)  Call lightning:  Energy Blast 8d6, Indirect (Any origin, always fired away from attacker; +½) (60 Active Points); Incantations (-¼), Gestures (-¼)                                                                    6

4u        9)  Fireball:  Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points); Incantations (-¼), Gestures (-¼)            6

22        Sword Gadeiron:  Multipower, 30-point reserve, all slots Reduced Endurance (0 END; +½) (45 Active Points); all slots OAF (-1)

1u        1)  Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR) (30 Active Points); OAF (-1)

1u        2)  Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

30        Sheild Ciserce:  Multipower, 40-point reserve, all slots Reduced Endurance (0 END; +½) (60 Active Points); all slots OAF (-1)

1u        1)  Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

1u        2)  Force Field (6 PD/6 ED) (12 Active Points); OAF (-1)

 

       Skills

3          Acrobatics 12-

3          Breakfall 12-

3          Paramedics 12-

3          Tracking 12-

5          +1 with DCV

 

Total Powers & Skill Cost:  215

Total Cost:  305

 

200+  Disadvantages

20        Distinctive Features:  Wings (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15        Psychological Limitation:  Doesn't understand earth culture (Common; Strong)

20        Physical Limitation:  Lost memories (All the Time; Greatly Impairing)

50        Experience Points

 

Total Disadvantage Points:  305

Earned Experience:  0

Spent Experience:  50

Unspent Experience:  0

 

Background/History:  A merging of a human woman dying in an accident, and an alien spirit who needed a physical form to continue its fight for justice!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

 

Technically she is an alien (Wings are her alien feature) wizard with a couple of kick @34 items (as aliens get some advanced gear as part of being an alien but hers are magical).  

 

I'd add an alien (Magical) hunted, just because it fits the background.

 

Mechanically I had to up the Dex as in book her PP was 10.  Astral travel allows her to recon easily, her spells give her some ranged offence (Note to self, Make sure the MP limitation applies to all powers) and the sword and board allows her to mix it up in HTH.

 

I'd just move the Amrour of Ithan spell out of the MP so she can have it up at all times!

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So next up the Independent heroes of CS.

 

Cyan and Indigo the brother sister team of martial artists!

 

Gauntlet the super spy with a super suit.

 

Hooligan the Man Hunter with an attitude.

 

Troubleshooter, a super sleuth (at least that's what the class description says)

 

The Schwa, a crazy hero (really, he makes Deadpool look sane)

 

Speedmetal, a teenager with super powers (Paging Dr Xavier....) and (Gasp) and up beat attitude!

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Every team needs a possible loose cannon hot head:

 

Heartbreaker

 

Val    Char   Cost   Roll Notes

   18      STR         8       13-    Lift 303.1kg; 3 ½d6 [2]

   24      DEX       42      14-    OCV:  8/DCV:  8

   18      CON       16      13-

   10      BODY     0       11-

   13      INT          3       12-    PER Roll 12-

   12      EGO         4       11-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   28      COM       9       15-

 

    8       PD           4                 Total:  8 PD (6 rPD)

    8       ED           4                 Total:  8 ED (6 rED)

    6       SPD        26                Phases:  2, 4, 6, 8, 10, 12

    8       REC         0

   36      END        0

   28      STUN      0       Total Characteristic Cost:  119

 

Movement:                    Running:                11"/22"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

25        Power channel:  Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); Hand-To-Hand Attack (-½)

6          Damage Resistance (6 PD/6 ED)

21        Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points)

4          Martial Block                                                                            +2            +2            Block, Abort

4          Martial Dodge                                                                           --             +5            Dodge, Affects All Attacks, Abort

4          Martial Strike                                                                            +0            +2            5 ½d6 Strike

3          Martial Throw                                                                           +0            +1            3 ½d6 +v/5, Target Falls

5          Offensive Strike                                                                        -2            +1            7 ½d6 Strike

 

       Talents

12        Combat Luck (6 PD/6 ED)

 

       Skills

3          Streetwise 12-

3          Stealth 14-

3          Seduction 12-

3          Acrobatics 14-

3          Breakfall 14-

3          Paramedics 12-

3          Climbing 14-

10        +2 with DCV

 

Total Powers & Skill Cost:  115

Total Cost:  234

 

200+  Disadvantages

15        Distinctive Features:  Coloured hair and anime feature (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20        Psychological Limitation:  Overconfident (Very Common; Strong)

 

Total Disadvantage Points:  234

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Mutant whose powers make her a natural combatant, who fight crime for the thrill of it!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

Well she has Natural Combat ability and Power Channeling which is great for offence, but her defenses leave a lot to be desired.  I gave her some combat luck to add to her survival chances, but as it is she is underpowered.  Part of that is due to one power being Extraordinary PB (Com).  It is 28, (The same as Bombshell who doesn't have the power, go figure) but if it gives her some sort of mechanical advantage, I didn't see it!  As it is, she's the Falcon in a team with Thor and Wolverine!

natural combat ability allows her to copy her opponent's bonus and add them to her own

CES

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And it allows her to use any weapon as if it's an extension of her body so instead of the normal plus one with an auto shot she gets a + 8 to hit.

 

Plus Heartbreaker's power channeling goes into her natural combat ability which means she does 10d6 with a martial strike instead of five for example.

CES  

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OK so we have +5 Combat skill levels (Only to beat the OCV of opponent -1/2), +5 CSL (Only to beat the DCV of Opponent -1/2), Weapon elements ALL added to the Martial Arts(15 pts), as well as the Power Channeling(1 pt) added as a weapon element!

 

So total 27+27+15+1=70 pts.

 

That seems better!

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So Cyan and Indigo

 

First Cyan:

 

Cyan

 

Val    Char   Cost   Roll Notes

   30      STR        20      15-    Lift 1600.0kg; 6d6 [3]

   26      DEX       48      14-    OCV:  9/DCV:  9

   18      CON       16      13-

   15      BODY    10      12-

   18      INT          8       13-    PER Roll 13-

   15      EGO        10      12-    ECV:  5

   15      PRE         5       12-    PRE Attack:  3d6

   22      COM       6       13-

 

  8+6     PD           2                 Total:  8/14 PD (5/11 rPD)

  8+6     ED           4                 Total:  8/14 ED (5/11 rED)

    5       SPD        14                Phases:  3, 5, 8, 10, 12

   10      REC         0

   36      END        0

   39      STUN      0       Total Characteristic Cost:  143

 

Movement:                    Running:                15"/30"

                                        Leaping:                 6"/12"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

12        Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

33        Running +9" (15" total), Reduced Endurance (0 END; +½) (33 Active Points)

5          Defensive Block                                                                       +1            +3            Block, Abort

5          Defensive Strike                                                                       +1            +3            7d6 Strike

4          Martial Disarm                                                                          -1            +1            Disarm; 45 STR to Disarm

4          Martial Dodge                                                                           --             +5            Dodge, Affects All Attacks, Abort

4          Martial Strike                                                                            +0            +2            9d6 Strike

3          Martial Throw                                                                           +0            +1            7d6 +v/5, Target Falls

4          Reversal                                                                                     -1            -2             50 STR to Escape; Grab Two Limbs

3          Takedown                                                                                 +1            +1            7d6 Strike; Target Falls

5          Flying Dodge                                                                            --             +4            Dodge All Attacks, Abort; FMove

4          +1 HTH Damage Class(es)

5          Takeaway                                                                                  +0            +0            Grab Weapon, 45 STR to take weapon away

3          Legsweep                                                                                  +2            -1             8d6 Strike, Target Falls

 

       Perks

5          Money:  Well Off

 

       Talents

12        Combat Luck (6 PD/6 ED)

 

       Skills

3          Acrobatics 14-

3          Breakfall 14-

3          Climbing 14-

3          Stealth 14-

3          Tracking 13-

3          Interrogation 12-

5          KS: Drawing 15-

5          KS: painting 15-

5          PS: Artist 15-

3          Mechanics 13-

3          Paramedics 13-

5          Japanese:  Language (idiomatic; literate)

5          Chinese:  Language (idiomatic; literate)

5          Korean:  Language (idiomatic; literate)

10        +2 with DCV

 

Total Powers & Skill Cost:  180

Total Cost:  323

 

200+  Disadvantages

 

Total Disadvantage Points:  323

Earned Experience:  0

Spent Experience:  123

Unspent Experience:  0

 

Background/History:  Sister to Indigo.  With a spiderman complex of great power comes great responsibility!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

 

Comments after Indigo!

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Indigo

 

Val    Char   Cost   Roll Notes

   35      STR        25      16-    Lift 3200.0kg; 7d6 [3]

   18      DEX       24      13-    OCV:  6/DCV:  6

   35      CON       50      16-

   15      BODY    10      12-

   15      INT          5       12-    PER Roll 12-

   15      EGO        10      12-    ECV:  5

   15      PRE         5       12-    PRE Attack:  3d6

   10      COM       0       11-

 

10+6    PD           3                 Total:  10/16 PD (5/11 rPD)

10+6    ED           3                 Total:  10/16 ED (5/11 rED)

    4       SPD        12                Phases:  3, 6, 9, 12

   14      REC         0

   70      END        0

   51      STUN      0       Total Characteristic Cost:  147

 

Movement:                    Running:                9"/18"

                                        Leaping:                 7"/14"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

12        Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

15        Running +3" (9" total), Reduced Endurance (0 END; +½) (15 Active Points)

4          Fast Strike                                                                                 +2            +0            10d6 Strike

5          Grappling Block                                                                        +1            +1            Grab One Limb, Block

3          Grappling Throw                                                                      +0            +2            10d6 Strike; Target Falls; Must Follow Grab

3          Legsweep                                                                                  +2            -1             9d6 Strike, Target Falls

4          Martial Block                                                                            +2            +2            Block, Abort

4          Martial Disarm                                                                          -1            +1            Disarm; 50 STR to Disarm

4          Martial Dodge                                                                           --             +5            Dodge, Affects All Attacks, Abort

3          Martial Throw                                                                           +0            +1            8d6 +v/5, Target Falls

5          Offensive Strike                                                                        -2            +1            12d6 Strike

5          Takeaway                                                                                  +0            +0            Grab Weapon, 50 STR to take weapon away

4          Weapon Bind                                                                           +1            +0            Bind, 50 STR

4          +1 HTH Damage Class(es)

 

       Perks

5          Money:  Well Off

 

       Talents

12        Combat Luck (6 PD/6 ED)

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Climbing 13-

3          Stealth 13-

3          Tracking 12-

3          Streetwise 12-

3          High Society 12-

3          Interrogation 12-

6          KS: High finance 15-

3          Computer Programming 12-

3          Electronics 12-

5          Language:  Japanese (idiomatic; literate)

5          Language:  Korean (idiomatic; literate)

3          Paramedics 12-

5          Chinese:  Language (idiomatic; literate)

10        +2 with DCV

 

Total Powers & Skill Cost:  161

Total Cost:  308

 

200+  Disadvantages

 

Total Disadvantage Points:  308

Earned Experience:  0

Spent Experience:  108

Unspent Experience:  0

 

Background/History:  Brother to Indigo.  With a spiderman complex of great power comes great responsibility!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

 

 

So a brother sister team of Martial Artist.  She's defensive and fast, so I pictured things like Wing Chun, Hapkido, Aikido and Crane Style Kung Fu.  He's Aggressive and strong so Karate, Tae Kwan Do, Tiger Style Kung Fu.  

 

They are rich from inherited wealth, and make good money on their own.  

 

Motivation, is to use their advantages to give back to CS.

 

I can see them being very effective as a pair, justifying a teamwork skill.  

 

Very much street level, but they could take out a super powered opponent with good tactics.

 

As  far as skills a few  more detective type like deduction, forensic science, and analysis.  

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Next the superspy with a super suit

 

Gauntlet

 

Val    Char   Cost   Roll Notes

   25      STR        15      18-    Lift 12.8tons; 9d6

   24      DEX       42      14-    OCV:  8/DCV:  8

   25      CON       30      14-

   18      BODY    16      13-

   18      INT          8       13-    PER Roll 13-

   18      EGO        16      13-    ECV:  6

   23      PRE        13      14-    PRE Attack:  4 ½d6

   14      COM       2       12-

 

9+15    PD           0                 Total:  9/24 PD (5/20 rPD)

9+15    ED           4                 Total:  9/24 ED (5/20 rED)

    5       SPD        16                Phases:  3, 5, 8, 10, 12

   14      REC         0

   50      END        0

   54      STUN      0       Total Characteristic Cost:  162

 

Movement:                    Running:                12"/48"

                                        Leaping:                 19"/76"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

30        Cybersuit:  Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

5          Damage Resistance (5 PD/5 ED)

17        Cybersuit:  Running +6" (12" total), x4 Noncombat, Reduced Endurance (0 END; +½) (31 Active Points); OIF (-½)

20        Cybersuit:  Leaping +10" (19" forward, 9 ½" upward) (Accurate, x4 Noncombat), Reduced Endurance (0 END; +½) (34 Active Points); OIF (-½)

3          Cybersuit:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)

7          Cybersuit:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)

1          Cybersuit:  +2 versus Range Modifier for Normal Sight and Infrared Perception (2 Active Points); OIF (-½)

11        Cybersuit:  +2 with All Combat (16 Active Points); OIF (-½)

20        Cybersuit:  +20 STR, Reduced Endurance (0 END; +½) (42 Active Points); OIF (-½) (Modifiers affect Base Characteristic)

50        Multipower, 50-point reserve, all slots Reduced Endurance (0 END; +½) (75 Active Points); all slots OIF (-½)

1u        1)  Baton:  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½), OIF (-½)

1u        2)  Claws:  Killing Attack - Hand-To-Hand 1d6+1 (2 ½d6 w/STR) (20 Active Points); OIF (-½)

3u        3)  Blasters:  Energy Blast 10d6 (50 Active Points); OIF (-½)

4          Matt finish:  +3 with Stealth (6 Active Points); OIF (-½)

8          Adhesion pads:  Clinging (50 STR) (12 Active Points); OIF (-½)

4          Martial Block                                                                            +2            +2            Block, Abort

4          Martial Dodge                                                                           --             +5            Dodge, Affects All Attacks, Abort

4          Martial Strike                                                                            +0            +2            11d6 Strike

3          Martial Throw                                                                           +0            +1            9d6 +v/5, Target Falls

 

       Perks

5          Money:  Well Off

 

       Skills

4          TF:  Common Motorized Ground Vehicles, Large Planes, Small Planes

5          Russian:  Language (idiomatic; literate)

5          Chinese:  Language (idiomatic; literate)

3          Climbing 14-

3          Demolitions 13-

3          Streetwise 14-

3          Survival 13-

3          Interrogation 14-

3          Tracking 13-

3          Seduction 14-

3          Computer Programming 13-

3          Paramedics 13-

3          Electronics 13-

3          Mechanics 13-

3          Stealth 14-

15        +3 with DCV

 

Total Powers & Skill Cost:  266

Total Cost:  428

 

200+  Disadvantages

15        Social Limitation:  Secret ID (Frequently; Major)

213      Experience Points

 

Total Disadvantage Points:  428

Earned Experience:  0

Spent Experience:  213

Unspent Experience:  0

 

Background/History:  A mercenary hired to test a new power armour.  Has grown to have a true altuistic streak and coninues his fight!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:


Well, like all the superspies in HU, has a load of skills, but insteady of a lot of toys, has one big one.  The suit is fairly cool, and the character, surprisingly, works out pretty well!

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Next, the CS version of the Punisher

 

Hooligan

 

Val    Char   Cost   Roll Notes

   20      STR        10      13-    Lift 400.0kg; 4d6 [2]

   20      DEX       30      13-    OCV:  7/DCV:  7

   20      CON       20      13-

   15      BODY    10      12-

   13      INT          3       12-    PER Roll 12-

   15      EGO        10      12-    ECV:  5

   10      PRE         0       11-    PRE Attack:  2d6

    8       COM      -1      11-

 

  6+6     PD           2                 Total:  6/12 PD (5/11 rPD)

  6+6     ED           2                 Total:  6/12 ED (5/11 rED)

    4       SPD        10                Phases:  3, 6, 9, 12

    8       REC         0

   40      END        0

   35      STUN      0       Total Characteristic Cost:  96

 

Movement:                    Running:                6"/12"

                                        Leaping:                 4"/8"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

9          Hooligan tool:  Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

6          Night Stick:  Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

13        Motorcycle chain:  (Total: 30 Active Cost, 13 Real Cost) Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) (Real Cost: 6) plus Stretching 2", Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1), Conditional Power Power does not work in Uncommon Circumstances (No Non-Combat; -¼) (Real Cost: 7)

11        Knife:  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1)

12        Body armour:  Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

13        .44 Magnum:  Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 4 clips of 6 Charges (-¼)         [6]

18        Shot gun:  Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +½) (45 Active Points); OAF (-1), 16 clips of 2 Charges (-½)    [2]

4          Martial Block                                                                            +2            +2            Block, Abort

4          Martial Dodge                                                                           --             +5            Dodge, Affects All Attacks, Abort

4          Martial Strike                                                                            +0            +2            6d6 Strike

5          Offensive Strike                                                                        -2            +1            8d6 Strike

3          Martial Throw                                                                           +0            +1            4d6 +v/5, Target Falls

 

       Talents

4          Pistols:  Lightning Reflexes: +4 DEX to act first with Single Action

12        Combat Luck (6 PD/6 ED)

 

       Skills

2          TF:  Common Motorized Ground Vehicles

5          Language (idiomatic; literate)

5          Language (idiomatic; literate)

3          Navigation 12-

3          Survival 12-

3          Tracking 12-

3          Security Systems 12-

3          Interrogation 11-

3          Animal Handler 11-

7          Weaponsmith 14-

3          Fast Draw 13-

3          Systems Operation 12-

3          Stealth 13-

3          Climbing 13-

3          Electronics 12-

3          Mechanics 12-

3          Paramedics 12-

2          Pistols:  +2 with any single attack with one specific weapon

10        +2 with DCV

 

Total Powers & Skill Cost:  193

Total Cost:  289

 

200+  Disadvantages

10        Hunted:  Police 8- (As Pow; Harshly Punish)

5          Money:  Poor

15        Social Limitation:  Secret ID (Frequently; Major)

59        Experience Points

 

Total Disadvantage Points:  289

Earned Experience:  0

Spent Experience:  59

Unspent Experience:  0

 

Background/History:  A junk yard owner who after being pushed one too many times, decided to strike back. 

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:


As a street level hero, he works.  Languages are Spanish and Chinese.

 

He's got decent skills, and under the right circumstances, can make for an interesting PC, but in a game where people can bounce bullets and control electricity, he comes across as OK!

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Next, the investigator of the setting

 

Troubleshooter V2

 

Val    Char   Cost   Roll Notes

   20      STR        10      13-    Lift 400.0kg; 4d6 [2]

   20      DEX       30      13-    OCV:  7/DCV:  7

   20      CON       20      13-

   13      BODY     6       12-

   20      INT         10      13-    PER Roll 13-

   22      EGO        24      13-    ECV:  7

   20      PRE        10      13-    PRE Attack:  4d6

   16      COM       3       12-

 

  6+4     PD           2                 Total:  6/10 PD (5/9 rPD)

  6+4     ED           2                 Total:  6/10 ED (5/9 rED)

    3       SPD         0                 Phases:  4, 8, 12

    8       REC         0

   40      END        0

   33      STUN      0       Total Characteristic Cost:  117

 

Movement:                    Running:                6"/12"

                                        Leaping:                 4"/8"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

18        Pistol:  Multipower, 37-point reserve,  (37 Active Points); all slots OAF (-1)

2u        1)  Energy Blast 6d6, 8 clips of 12 Charges (+¼) (37 Active Points); OAF (-1)              [12]

2u        2)  Killing Attack - Ranged 2d6, 8 clips of 12 Charges (+¼) (37 Active Points); OAF (-1)           [12]

16        Mace:  Sight Group Flash 8d6, 16 Charges (+0) (40 Active Points); OAF (-1), No Range (-½)   [16]

5          Damage Resistance (5 PD/5 ED)

10        Armor (4 PD/4 ED) (12 Active Points); IIF (-¼)

4          Martial Dodge                                                                           --             +5            Dodge, Affects All Attacks, Abort

4          Martial Block                                                                            +2            +2            Block, Abort

4          Martial Strike                                                                            +0            +2            6d6 Strike

 

       Perks

4          Fringe Benefit:  Concealed Weapon Permit (where appropriate), Passport, Weapon Permit (where appropriate)

5          Money:  Well Off

 

       Talents

22        Danger Sense (self only, out of combat, Function as a Sense) 13-

4          Speed Reading (x10)

5          Eidetic Memory

 

       Skills

4          TF:  Common Motorized Ground Vehicles, Large Planes, Small Planes

4          Language:  Chinese (completely fluent; literate)

3          Computer Programming 13-

3          KS: Criminal Science 13-

3          KS: Law 13-

3          KS: Intelligence 13-

4          KS: Reseach 14-

3          Systems Operation 13-

3          Security Systems 13-

3          Streetwise 13-

3          Deduction 13-

3          Criminology 13-

3          Forensic Medicine 13-

3          Interrogation 13-

3          Lockpicking 13-

3          Paramedics 13-

10        +2 with DCV

 

Total Powers & Skill Cost:  166

Total Cost:  283

 

200+  Disadvantages

 

Total Disadvantage Points:  283

Earned Experience:  0

Spent Experience:  83

Unspent Experience:  0

 

Background/History:  A private investigator.  That's it!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:


Like the Background says.  As an NPC, he could work, but if I rolled this as a PC in a HU game where the DM was a stickler for random rolls for everything, I would be sorely disappointed.  I could see my self hiding in a corner while the big boys fight, then being asked where the next clue was!

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CS version of Deadpool!

 

The Schwa

 

Val    Char   Cost   Roll Notes

   23      STR        13      14-    Lift 606.3kg; 4 ½d6 [2]

   30      DEX       60      15-    OCV:  10/DCV:  10

   25      CON       30      14-

   15      BODY    10      12-

   10      INT          0       11-    PER Roll 11-

    8       EGO        -4      11-    ECV:  3

   10      PRE         0       11-    PRE Attack:  2d6

   10      COM       0       11-

 

    7       PD           2                 Total:  7 PD (7 rPD)

    7       ED           2                 Total:  7 ED (7 rED)

    6       SPD        20                Phases:  2, 4, 6, 8, 10, 12

   10      REC         0

   50      END        0

   40      STUN      0       Total Characteristic Cost:  133

 

Movement:                    Running:                6"/12"

                                        Leaping:                 4"/8"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

7          Damage Resistance (7 PD/7 ED)

17        Power Channel:  Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-½)               2

50        Karma:  Luck 10d6

4          Martial Block                                                                            +2            +2            Block, Abort

4          Martial Dodge                                                                           --             +5            Dodge, Affects All Attacks, Abort

4          Martial Escape                                                                          +0            +0            38 STR vs. Grabs

3          Martial Grab                                                                              -1            -1             Grab Two Limbs, 33 STR for holding on

3          Martial Throw                                                                           +0            +1            4 ½d6 +v/5, Target Falls

5          Offensive Strike                                                                        -2            +1            8 ½d6 Strike

4          Martial Strike                                                                            +0            +2            6 ½d6 Strike

 

       Perks

1          Reputation (A small to medium sized group) 11-, +1/+1d6

 

       Talents

18        Karma:  Combat Luck (9 PD/9 ED)

 

       Skills

3          Acrobatics 15-

3          Stealth 15-

3          Climbing 15-

2          TF:  Common Motorized Ground Vehicles

25        Karma powers:  +5 with DCV

 

Total Powers & Skill Cost:  156

Total Cost:  289

 

200+  Disadvantages

15        Psychological Limitation:  Powers depend on Schwa (Uncommon; Total)

10        Psychological Limitation:  Fears Clowns (Uncommon; Strong)

10        Psychological Limitation:  Fears Monster trucks (Uncommon; Strong)

54        Experience Points

 

Total Disadvantage Points:  289

Earned Experience:  0

Spent Experience:  54

Unspent Experience:  0

 

Background/History:  Crazy hero, who has....Issues.  But he certainly is on the side of good!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

I should have added the Power Chanel as a Weapon element to Martial Arts.

 

Basically I gave him a lot of Comb Luck, and Luck and extra DCV beyond what I would usual give.

 

The problem I have is a crazy hero who lives on the street, driven there by his phychological problems.  So besides his phobias and the Power Association, there is nothing to say why he is on the streets.  Maybe it is changing times and views on mental illness, but still it feels wrong.  I like the idea of a more happy go lucky hero (which fits his power sets), but I think it could be done better!

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The obligatory teen hero:

 

Speedmetal

 

Val     Char  Cost   Roll       Notes

10+10    STR       0       15- / 17-    Lift 1600.0kg/6400.0kg; 6d6/8d6

   15        DEX      15      12-            OCV:  5/DCV:  5

   18        CON     16      13-

   10        BODY    0       11-

   12        INT        2       11-            PER Roll 11-

   11        EGO       2       11-            ECV:  4

   18        PRE        8       13-            PRE Attack:  3 ½d6

   11        COM     1       11-

 

7+17     PD          1                         Total:  7/24 PD (0/15 rPD)

7+17     ED          3                         Total:  7/24 ED (0/15 rED)

    4         SPD      15                        Phases:  3, 6, 9, 12

   10        REC       0

   36        END       0

   34        STUN    0       Total Characteristic Cost:  63

 

Movement:                    Running:                30"/240"

                                        Leaping:                 6"/12"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

36        Metal form:  Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-¼)

8          Metal form:  Density Increase (200 kg mass, +10 STR, +2 PD/ED, -2" KB), Reduced Endurance (0 END; +½) (15 Active Points); Linked (Metal form; -½), Only In Heroic Identity (-¼)

16        Metal form:  +20 STR, Reduced Endurance (0 END; +½) (35 Active Points); Linked (Metal form; -½), Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

93        Sonic running:  Running +24" (30" total), x8 Noncombat, Reduced Endurance (0 END; +½) (93 Active Points)

 

       Skills

3          Electronics 11-

3          Computer Programming 11-

2          Language:  Spanish (basic conversation; literate)

3          KS: Law 11-

3          Mechanics 11-

3          KS: Research 11-

2          TF:  Common Motorized Ground Vehicles

5          +1 with DCV

 

Total Powers & Skill Cost:  178

Total Cost:  240

 

200+  Disadvantages

5          Physical Limitation:  Teen ager (Infrequently; Slightly Impairing)

10        Psychological Limitation:  Unsure of self (Common; Moderate)

15        Social Limitation:  Secret ID (Frequently; Major)

10        Experience Points

 

Total Disadvantage Points:  240

Earned Experience:  0

Spent Experience:  10

Unspent Experience:  0

 

Background/History:  High school student with a metal form and a need for speed!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

I like this build.  It actually work.  As a bonus he's not angsty/emo, nor does he have a person in authority who wants to make his existence a hell on earth (Cough JJJ cough).

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Next up is the Iron Brigade.

 

A team of Power Armoured heroes, I was going to skip them as I thought they were boring.  And I was right.  The armours are interesting, but the NPCs, skill wise, are boring.  I have Hi Tech Enemies and Allies, both of which have Hi Tech teams that are more interesting, power wise and skill wise, than this.

 

So the first of the Iron Brigade, Hoplite, the team leader in the field.  

 

Hoplite

 

Val    Char   Cost   Roll Notes

   15      STR         5       17-    Lift 6400.0kg; 8d6

   17      DEX       21      12-    OCV:  6/DCV:  6

   15      CON       10      14-

   10      BODY     0       11-

   20      INT         10      13-    PER Roll 13-

   15      EGO        10      12-    ECV:  5

   16      PRE         6       12-    PRE Attack:  3d6

   14      COM       2       12-

 

8+15    PD           0                 Total:  8/23 PD (5/20 rPD)

8+15    ED           3                 Total:  8/23 ED (5/20 rED)

    3       SPD         3                 Phases:  3, 5, 8, 10, 12

   13      REC         0

   50      END        0

   44      STUN      0       Total Characteristic Cost:  70

 

Movement:                    Running:                6"/12"

                                        Flight:                     15"/60"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

24        +25 STR, Reduced Endurance (0 END; +½) (44 Active Points); OIF (-½) (Modifiers affect Base Characteristic)

13        +10 CON (20 Active Points); OIF (-½)

13        +2 SPD (20 Active Points); OIF (-½)

30        Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

7          Life Support  (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) (10 Active Points); OIF (-½)

23        Flight 15", x4 Noncombat (35 Active Points); OIF (-½)      3

50        Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½)

8          High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)

7          Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)

7          Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-½)

10        Radar (Radio Group) (15 Active Points); OIF (-½)

 

       Talents

2          Absolute Range Sense (3 Active Points); OIF (-½)

2          Absolute Time Sense (3 Active Points); OIF (-½)

 

       Skills

3          Electronics 13-

3          Computer Programming 13-

3          Navigation 13-

3          Systems Operation 13-

4          TF:  Common Motorized Ground Vehicles, Large Planes, Small Planes

3          Mechanics 13-

3          Stealth 12-

3          Climbing 12-

5          +1 with DCV

 

Total Powers & Skill Cost:  231

Total Cost:  301

 

200+  Disadvantages

 

Total Disadvantage Points:  301

Earned Experience:  0

Spent Experience:  101

Unspent Experience:  0

 

Background/History:  Leader of the Iron Brigade in the feild.

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

So a flying power armour hero.  Other than a possible romance with Rolling Thunder (coming up next)  there are not many hooks.  And you will find the skill list for all of them is very cookie cutter.  

 

Don't get me wrong, there is a good beginning here, but the HU skill system just won't let you get what you want.

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In CS this armour was 24 feet tall and equipped with a pair of fire linked .50 cal machine guns.  First: a 8 meter robot?  Yeah, suttel (Yes I am being sarcastic?).  Second: going by the picture the guns have a length of about 9 feet.  That is bigger then a .50 cal by about 4 feet.  

 

So I re-envisioned her a bit.  Normal size, but heavier armour as she has fire linked blasters.  Thus she deals a bit more damage and will be more of a target.

 

So here she is

 

Rolling Thunder

 

Val    Char   Cost   Roll Notes

   13      STR         3       19-    Lift 19.4tons; 9 ½d6

   17      DEX       21      12-    OCV:  6/DCV:  6

   15      CON       10      14-

   10      BODY     0       11-

   20      INT         10      13-    PER Roll 13-

   20      EGO        20      13-    ECV:  7

   13      PRE         3       12-    PRE Attack:  2 ½d6

   16      COM       3       12-

 

10+20  PD           0                 Total:  10/30 PD (5/25 rPD)

10+20  ED           5                 Total:  10/30 ED (5/25 rED)

    3       SPD         3                 Phases:  3, 6, 9, 12

   15      REC         0

   50      END        0

   48      STUN      0       Total Characteristic Cost:  78

 

Movement:                    Running:                11"/22"

                                        Leaping:                 9"/18"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

35        +35 STR, Reduced Endurance (0 END; +½) (58 Active Points); OIF (-½) (Modifiers affect Base Characteristic)

13        +10 CON (20 Active Points); OIF (-½)

7          +1 SPD (10 Active Points); OIF (-½)

40        Armor (20 PD/20 ED) (60 Active Points); OIF (-½)

10        Running +5" (11" total), Reduced Endurance (0 END; +½) (15 Active Points); OIF (-½)

7          Life Support  (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) (10 Active Points); OIF (-½)

10        High Range Radio Perception (Radio Group) (12 Active Points); IIF (-¼)

8          Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-¼)

10        Radar (Radio Group) (15 Active Points); OIF (-½)

7          Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-½)

90        Energy Blast 12d6, Autofire (2 shots; +¼), Reduced Endurance (0 END; +1) (135 Active Points); OIF (-½)

 

       Talents

2          Absolute Range Sense (3 Active Points); OIF (-½)

2          Absolute Time Sense (3 Active Points); OIF (-½)

 

       Skills

3          Electronics 13-

3          Computer Programming 13-

3          Navigation 13-

4          TF:  Common Motorized Ground Vehicles, Tracked Military Vehicles, Wheeled Military Vehicles

3          Mechanics 13-

3          Sleight Of Hand 12-

3          Seduction 12-

3          Streetwise 12-

3          Paramedics 13-

5          +1 with DCV

 

Total Powers & Skill Cost:  279

Total Cost:  357

 

200+  Disadvantages

 

Total Disadvantage Points:  357

Earned Experience:  0

Spent Experience:  157

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

Any suggestions!

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Next is the team's speedster

 

Aegis

 

Val    Char   Cost   Roll Notes

   13      STR         3       17-    Lift 6400.0kg; 8d6

   20      DEX       30      13-    OCV:  7/DCV:  7

   18      CON       16      14-

   10      BODY     0       11-

   15      INT          5       12-    PER Roll 12-

   15      EGO        10      12-    ECV:  5

   15      PRE         5       12-    PRE Attack:  3d6

   20      COM       5       13-

 

8+25    PD           0                 Total:  8/33 PD (5/30 rPD)

8+25    ED           3                 Total:  8/33 ED (5/30 rED)

    3       SPD         0                 Phases:  3, 6, 9, 12

   13      REC         0

   46      END        0

   43      STUN      0       Total Characteristic Cost:  77

 

Movement:                    Running:                30"/240"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

27        +27 STR, Reduced Endurance (0 END; +½) (46 Active Points); OIF (-½) (Modifiers affect Base Characteristic)

7          +1 SPD (10 Active Points); OIF (-½)

7          +5 CON (10 Active Points); OIF (-½)

30        Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

7          Life Support  (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) (10 Active Points); OIF (-½)

58        Running +24" (30" total), x8 Noncombat, Reduced Endurance (0 END; +½) (93 Active Points); OIF (-½)

7          Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-½)

8          High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)

10        Radar (Radio Group) (15 Active Points); OIF (-½)

7          Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)

12        Force Field (10 PD/10 ED), Reduced Endurance (0 END; +½) (30 Active Points); Ablative BODY or STUN (-1), OIF (-½)

 

       Skills

3          Computer Programming 12-

3          Electronics 12-

3          Navigation 12-

3          Systems Operation 12-

3          TF:  Common Motorized Ground Vehicles, Tracked Military Vehicles

3          Lockpicking 13-

3          Streetwise 12-

3          Stealth 13-

3          Paramedics 12-

3          Mechanics 12-

5          +1 with DCV

 

Total Powers & Skill Cost:  220

Total Cost:  297

 

200+  Disadvantages

 

Total Disadvantage Points:  297

Earned Experience:  0

Spent Experience:  97

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:


Basically she is Speedmetal with a techno twist. 

 

She actually works, and due to her force sheild has decent staying power. But she is the only HTH member, which is a big deficiency of this team!

 

Otherwise, she is a legacy hero, so there could be ties to her father, but that is it.

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Next another big distance hitter.  His robot is a variation on Rolling Thunder, but with a bunch of missile pods:

 

Warhead

 

Val    Char   Cost   Roll Notes

   18      STR         8       20-    Lift 38.8tons; 10 ½d6

   17      DEX       21      12-    OCV:  6/DCV:  6

   17      CON       14      14-

   10      BODY     0       11-

   15      INT          5       12-    PER Roll 12-

   15      EGO        10      12-    ECV:  5

   15      PRE         5       12-    PRE Attack:  3d6

   18      COM       4       13-

 

11+20  PD           0                 Total:  11/31 PD (5/25 rPD)

11+20  ED           6                 Total:  11/31 ED (5/25 rED)

    3       SPD         3                 Phases:  3, 6, 9, 12

   16      REC         0

   54      END        0

   51      STUN      0       Total Characteristic Cost:  76

 

Movement:                    Running:                11"/44"

                                        Leaping:                 10"/20"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

35        +35 STR, Reduced Endurance (0 END; +½) (61 Active Points); OIF (-½) (Modifiers affect Base Characteristic)

13        +10 CON (20 Active Points); OIF (-½)

7          +1 SPD (10 Active Points); OIF (-½)

40        Armor (20 PD/20 ED) (60 Active Points); OIF (-½)

7          Life Support  (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) (10 Active Points); OIF (-½)

8          High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)

7          Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-½)

10        Radar (Radio Group) (15 Active Points); OIF (-½)

7          Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)

15        Running +5" (11" total), x4 Noncombat, Reduced Endurance (0 END; +½) (22 Active Points); OIF (-½)

50        Multipower, 60-point reserve,  (60 Active Points); all slots OIF (-½)

                Notes:  (x4 number of items)

3u        1)  Energy Blast 8d6, Autofire (5 shots; +½) (60 Active Points); OIF (-½), 12 Charges (-¼)       [12]

2u        2)  Energy Blast 12d6 (60 Active Points); 4 Charges (-1), OIF (-½)  [4]

3u        3)  Darkness to Sight Group 6" radius (60 Active Points); OIF (-½), 4 Continuing Charges lasting 1 Minute each (-¼)       [4 cc]

 

       Skills

3          Computer Programming 12-

3          Electronics 12-

3          Navigation 12-

3          Mechanics 12-

3          Systems Operation 12-

3          TF:  Common Motorized Ground Vehicles, Equines

3          Survival 12-

5          +1 with DCV

 

Total Powers & Skill Cost:  238

Total Cost:  314

 

200+  Disadvantages

 

Total Disadvantage Points:  314

Earned Experience:  0

Spent Experience:  114

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

Heavier armour because he is one of the big hitters at range.  But this team lacks some close up HTH bricks.  And it isn't like it can't be done.  Crashpad, and armour villain I will cover later, has defenses and high strength.  I don't get it.

 

Personaltiy-wise, he's a good ole boy ex-army robot jock.  OK?

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Last member of the team that I seriously made over as this team has enough holes, a jerk *&^ potential traitor just smacks of too much angst.  So I redid the armour with the concept I think they were going for.  Personality wise, leave it as a blank slate as I would envision a totally new member.

 

Citadel

 

Val    Char   Cost   Roll Notes

   22      STR        12      17-    Lift 6400.0kg; 8d6

   17      DEX       21      12-    OCV:  6/DCV:  6

   20      CON       20      14-

   10      BODY     0       11-

   13      INT          3       12-    PER Roll 12-

   10      EGO         0       11-    ECV:  3

   18      PRE         8       13-    PRE Attack:  3 ½d6

   12      COM       1       11-

 

9+15    PD           1                 Total:  9/24 PD (5/20 rPD)

9+15    ED           4                 Total:  9/24 ED (5/20 rED)

    3       SPD         3                 Phases:  3, 6, 9, 12

   13      REC         0

   50      END        0

   43      STUN      0       Total Characteristic Cost:  73

 

Movement:                    Running:                6"/12"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

8          +18 STR, Reduced Endurance (0 END; +½) (38 Active Points); OAF (-1) (Modifiers affect Base Characteristic)

7          +5 CON (10 Active Points); OIF (-½)

7          +1 SPD (10 Active Points); OIF (-½)

7          Life Support  (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) (10 Active Points); OIF (-½)

7          Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-½)

8          High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)

10        Radar (Radio Group) (15 Active Points); OIF (-½)

7          Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)

30        Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

75        Energy Blast 10d6, Reduced Endurance (0 END; +½), Invisible to Hearing, and Sight Groups (+¾) (112 Active Points); OIF (-½)

30        Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points); OIF (-½)

 

       Skills

3          Electronics 12-

3          Computer Programming 12-

3          Navigation 12-

3          Systems Operation 12-

10        Two-Weapon Fighting (Ranged)

2          TF:  Common Motorized Ground Vehicles

3          Acrobatics 12-

3          Breakfall 12-

3          Mechanics 12-

3          Paramedics 12-

3          Climbing 12-

5          +1 with DCV

 

Total Powers & Skill Cost:  245

Total Cost:  318

 

200+  Disadvantages

 

Total Disadvantage Points:  318

Earned Experience:  0

Spent Experience:  118

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

The one thing I forgot to add is some running and super leap.  But a camo field and invisible EB makes for a great scout / surprise attack spcialist.

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So now on to THE VILLAINS!

 

 

First up, four wetworkers/ saboteurs/ thugs for hire called Hitters, Inc.

 

First the leader and founder:

 

Prodigal

 

Val    Char   Cost   Roll Notes

   20      STR        10      17-    Lift 6400.0kg; 8d6

   23      DEX       39      14-    OCV:  8/DCV:  8

   18      CON       16      13-

   10      BODY     0       11-

   20      INT         10      13-    PER Roll 13-/16-

   15      EGO        10      12-    ECV:  5

   13      PRE         3       12-    PRE Attack:  2 ½d6

   11      COM       1       11-

 

  8+9     PD           8                 Total:  8/17 PD (5/14 rPD)

  8+9     ED           4                 Total:  8/17 ED (5/14 rED)

    8       SPD        47                Phases:  2, 3, 5, 6, 8, 9, 11, 12

    4       REC         0

   36      END        0

   19      STUN      0       Total Characteristic Cost:  148

 

Movement:                    Running:                25"/100"

                                        Leaping:                 18"/36"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

19        Leaping +10" (18" forward, 9" upward), Reduced Endurance (0 END; +½) (19 Active Points)

70        Running +19" (25" total), x4 Noncombat, Reduced Endurance (0 END; +½) (70 Active Points)

36        Blaster:  Energy Blast 10d6, 4 clips of 16 Charges (+¼) (62 Active Points); OAF (-1) [16]

                Notes:  (x2 number of items)

18        Power Armour:  Armor (9 PD/9 ED) (27 Active Points); OIF (-½)

10        Power Armour:  +20 STR, Reduced Endurance (0 END; +½) (40 Active Points); OIF (-½), No Figured Characteristics (-½) (Modifiers affect Base Characteristic)

10        Power Armour:  Radar (Radio Group) (15 Active Points); OIF (-½)

4          Power Armour:  +3 PER with Sight Group (6 Active Points); OIF (-½)

 

       Skills

3          Climbing 14-

3          Demolitions 13-

3          Mechanics 13-

3          Tracking 13-

3          Survival 13-

3          KS: Intelligence 13-

3          Acrobatics 14-

3          Breakfall 14-

3          Stealth 14-

3          Forgery 13-

3          Security Systems 13-

3          Streetwise 12-

3          Tactics 13-

15        +3 with DCV

 

Total Powers & Skill Cost:  227

Total Cost:  374

 

200+  Disadvantages

10        Physical Limitation:  Chronic Pain (Frequently; Slightly Impairing)

10        Reputation: , 11-

15        Susceptibility:  When damaged (chronic pain) 1d6 damage Instant (Very Common)

139      Experience Points

 

Total Disadvantage Points:  374

Earned Experience:  0

Spent Experience:  139

Unspent Experience:  0

 

Background/History:  Former secret operative and super soldier, who went underground after a bad op, and uses his team to enrich himself!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:


So his story is a super soldier experiment that has given him Chronic pain.  And he's greedy, doing side missions while on duty.  It was one of these side missions that backfired and resulted in a major firefight that exposed the secret organisation The Section to the general public.  So he went into hiding, migrated to CS station  where he runs Hitters as well as doing a private gun-running.

 

So where to begin?

 

I gave him a reputation as a less than trustworthy soul.  The Chronic Pain I am not sure how to place: as a Phys Lim?, A Susc?, a Vuln?

 

Also he should have a Hunted at 8- (minimum) NCI from the Section, as well as Hunted NCI 8- police.  Maybe also a greedy?

 

Combat wise, he's a speedster with a couple of blaster guns.  I see him as never getting into HTH, but doing shoot and scoot tactics.  This would actually work well with the rest of his team, who lack movement, or have powers/personalities that make them get stuck in and slug it out!

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Now on to Prodigal's 2IC:

 

Shakedown

 

Val    Char   Cost   Roll Notes

   13      STR         3       12-    Lift 151.6kg; 2 ½d6 [1]

   18      DEX       24      13-    OCV:  6/DCV:  6

   18      CON       16      13-

   13      BODY     6       12-

    9       INT         -1      11-    PER Roll 11-

    9       EGO        -2      11-    ECV:  3

    9       PRE         -1      11-    PRE Attack:  1 ½d6

    6       COM      -2      10-

 

8+15    PD           5                 Total:  8/23 PD (5/20 rPD)

8+15    ED           4                 Total:  8/23 ED (5/20 rED)

    4       SPD        12                Phases:  3, 6, 9, 12

    7       REC         0

   36      END        0

   29      STUN      0       Total Characteristic Cost:  64

 

Movement:                    Running:                6"/12"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

90        Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points)

3u        1)  Disruption touch:  Sight Group Flash 10d6 (50 Active Points); No Range (-½)

4u        2)  Disruption touch:  Entangle 2d6, 3 DEF, Takes No Damage From Attacks Limited Group (+¼), Based On EGO Combat Value (Mental Defense applies; +1) (56 Active Points); No Range (-½)

5u        3)  Disruption touch:  Energy Blast 4d6, No Range Modifier (+½), No Normal Defense ([standard]; +1) (50 Active Points)

5u        4)  Vibration:  Energy Blast 10d6 (50 Active Points)

45        Vibration:  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points)

30        Vibration:  Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); Conditional Power Power does not work in Very Common Circumstances (Only to pass through objects, can't be used as a defence; -1)

 

       Skills

3          Climbing 13-

3          Electronics 11-

3          Mechanics 11-

3          Demolitions 11-

2          TF:  Common Motorized Ground Vehicles

15        +3 with DCV

 

Total Powers & Skill Cost:  216

Total Cost:  280

 

200+  Disadvantages

15        Distinctive Features:  Angular robotic face (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

10        Psychological Limitation:  Overconfident (Common; Moderate)

10        Reputation: , 11-

10        Social Limitation:  Public ID (Frequently; Minor)

35        Experience Points

 

Total Disadvantage Points:  280

Earned Experience:  0

Spent Experience:  35

Unspent Experience:  0

 

Background/History:  Former secret operative and friend of Prodigal, who went underground with him!  Uses his mutant powers to commit mayhem!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

So Shakedown was in army training when his mutant powers manifested and he was transferred to Special Ops.  If so he didn't learn anything in Spec. Ops. that is reflected in his skill set.  Anyway he became friends with Prodigal, and joined him when the Paris debacle ensued.  

 

He is always willing to do something to add to his list of wanted crimes (Overconfident and reputation)  His face is angular due to his mutation (Dist Feat), which means a Public ID.  I would add two hunteds, The Section (He is friends with Prodigal) and the police, both with NCI.

 

Powerwise, he can mix it up at range or close up, and I can see some group tactics based on the blind touch, or paralysis touch to set up an opponent.

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